mcl_throwing = {} dofile(minetest.get_modpath("mcl_throwing").."/arrow.lua") dofile(minetest.get_modpath("mcl_throwing").."/throwable.lua") local arrows = { ["mcl_throwing:arrow"] = "mcl_throwing:arrow_entity", } local GRAVITY = 9.81 local BOW_DURABILITY = 385 local CHARGE_SPEED = 1 local bow_load = {} mcl_throwing.shoot_arrow = function(arrow_item, pos, dir, yaw, shooter, power, damage) local obj = minetest.add_entity({x=pos.x,y=pos.y,z=pos.z}, arrows[arrow_item]) if power == nil then power = 19 end if damage == nil then damage = 3 end obj:setvelocity({x=dir.x*power, y=dir.y*power, z=dir.z*power}) obj:setacceleration({x=dir.x*-3, y=-GRAVITY, z=dir.z*-3}) obj:setyaw(yaw-math.pi/2) local le = obj:get_luaentity() le._shooter = shooter le._damage = damage le._startpos = pos minetest.sound_play("mcl_throwing_bow_shoot", {pos=pos}) if shooter ~= nil then if obj:get_luaentity().player == "" then obj:get_luaentity().player = shooter end obj:get_luaentity().node = shooter:get_inventory():get_stack("main", 1):get_name() end return obj end local get_arrow = function(player) local inv = player:get_inventory() local arrow_stack, arrow_stack_id for i=1, inv:get_size("main") do local it = inv:get_stack("main", i) if not it:is_empty() and minetest.get_item_group(it:get_name(), "ammo_bow") ~= 0 then arrow_stack = it arrow_stack_id = i break end end return arrow_stack, arrow_stack_id end local player_shoot_arrow = function(itemstack, player, power, damage) local arrow_stack, arrow_stack_id = get_arrow(player) local arrow_itemstring if not minetest.settings:get_bool("creative_mode") then if not arrow_stack then return false end arrow_itemstring = arrow_stack:get_name() arrow_stack:take_item() local inv = player:get_inventory() inv:set_stack("main", arrow_stack_id, arrow_stack) end local playerpos = player:getpos() local dir = player:get_look_dir() local yaw = player:get_look_horizontal() if not arrow_itemstring then arrow_itemstring = "mcl_throwing:arrow" end mcl_throwing.shoot_arrow(arrow_itemstring, {x=playerpos.x,y=playerpos.y+1.5,z=playerpos.z}, dir, yaw, player, power, damage) return true end local powerup_function = function(nextbow) return function(itemstack, placer, pointed_thing) -- Use pointed node's on_rightclick function first, if present if pointed_thing.type == "node" then local node = minetest.get_node(pointed_thing.under) if placer and not placer:get_player_control().sneak then if minetest.registered_nodes[node.name] and minetest.registered_nodes[node.name].on_rightclick then return minetest.registered_nodes[node.name].on_rightclick(pointed_thing.under, node, placer, itemstack) or itemstack end end end -- Check for arrow or Creative Mode if minetest.settings:get_bool("creative_mode") or get_arrow(placer) ~= nil then local wear = itemstack:get_wear() itemstack:replace(nextbow) itemstack:set_wear(wear) end return itemstack end end minetest.register_tool("mcl_throwing:bow", { description = "Bow", _doc_items_longdesc = "Bows are ranged weapons to shoot arrows at your foes.", _doc_items_usagehelp = [[To use the bow, you first need to have at least one arrow anywhere in your inventory (unless in Creative Mode). Hold down the right mouse button to charge, release to shoot. The arrow speed and damage increase with the charge level: • Low charge: 1 damage • Medium charge: 2 damage • High charge: 4-5 damage (20% chance for 5 damage)]], _doc_items_durability = BOW_DURABILITY, inventory_image = "mcl_throwing_bow.png", stack_max = 1, -- Trick to disable melee damage to entities. -- Range not set to 0 (unlike the others) so it can be placed into item frames range = 1, -- Trick to disable digging as well on_use = function() end, groups = {weapon=1,weapon_ranged=1}, }) minetest.register_tool("mcl_throwing:bow_0", { description = "Bow", _doc_items_create_entry = false, inventory_image = "mcl_throwing_bow_0.png", stack_max = 1, range = 0, -- Pointing range to 0 to prevent punching with bow :D groups = {not_in_creative_inventory=1, not_in_craft_guide=1}, }) minetest.register_tool("mcl_throwing:bow_1", { description = "Bow", _doc_items_create_entry = false, inventory_image = "mcl_throwing_bow_1.png", stack_max = 1, range = 0, groups = {not_in_creative_inventory=1, not_in_craft_guide=1}, }) minetest.register_tool("mcl_throwing:bow_2", { description = "Bow", _doc_items_create_entry = false, inventory_image = "mcl_throwing_bow_2.png", stack_max = 1, range = 0, groups = {not_in_creative_inventory=1, not_in_craft_guide=1}, }) controls.register_on_release(function(player, key, time) if key~="RMB" then return end local inv = minetest.get_inventory({type="player", name=player:get_player_name()}) local wielditem = player:get_wielded_item() if (wielditem:get_name()=="mcl_throwing:bow_0" or wielditem:get_name()=="mcl_throwing:bow_1" or wielditem:get_name()=="mcl_throwing:bow_2") then local shot = false if wielditem:get_name()=="mcl_throwing:bow_0" then shot = player_shoot_arrow(wielditem, player, 4, 1) elseif wielditem:get_name()=="mcl_throwing:bow_1" then shot = player_shoot_arrow(wielditem, player, 16, 2) elseif wielditem:get_name()=="mcl_throwing:bow_2" then local r = math.random(1,5) local damage -- Damage and range have been nerfed because the arrow charges very quickly -- TODO: Use Minecraft damage and range (9-10 @ ca. 53 m/s) if r == 1 then -- 20% chance for critical hit damage = 5 else damage = 4 end shot = player_shoot_arrow(wielditem, player, 26, damage) end wielditem:set_name("mcl_throwing:bow") if shot and minetest.settings:get_bool("creative_mode") == false then wielditem:add_wear(65535/BOW_DURABILITY) end player:set_wielded_item(wielditem) bow_load[player:get_player_name()] = false end end) controls.register_on_hold(function(player, key, time) if key ~= "RMB" then return end local name = player:get_player_name() local inv = minetest.get_inventory({type="player", name=name}) local wielditem = player:get_wielded_item() if wielditem:get_name()=="mcl_throwing:bow" and (minetest.settings:get_bool("creative_mode") or inv:contains_item("main", "mcl_throwing:arrow")) then wielditem:set_name("mcl_throwing:bow_0") bow_load[name] = os.time() else if type(bow_load[name]) == "number" then if wielditem:get_name() == "mcl_throwing:bow_0" and os.time() - bow_load[name] > CHARGE_SPEED then wielditem:set_name("mcl_throwing:bow_1") elseif wielditem:get_name() == "mcl_throwing:bow_1" and os.time() - bow_load[name] > CHARGE_SPEED*2 then wielditem:set_name("mcl_throwing:bow_2") end else wielditem:set_name("mcl_throwing:bow") end end player:set_wielded_item(wielditem) end) minetest.register_globalstep(function(dtime) for _, player in pairs(minetest.get_connected_players()) do local wielditem = player:get_wielded_item() --if wielditem:get_name()=="bow:bow_dropped" then -- wielditem:set_name("bow:bow") -- player:set_wielded_item(wielditem) --end local controls = player:get_player_control() local inv = minetest.get_inventory({type="player", name = player:get_player_name()}) if bow_load[player:get_player_name()] and (wielditem:get_name()~="mcl_throwing:bow_0" and wielditem:get_name()~="mcl_throwing:bow_1" and wielditem:get_name()~="mcl_throwing:bow_2") then local list = inv:get_list("main") for place, stack in pairs(list) do if stack:get_name()=="mcl_throwing:bow_0" or stack:get_name()=="mcl_throwing:bow_1" or stack:get_name()=="mcl_throwing:bow_2" then stack:set_name("mcl_throwing:bow") list[place] = stack break end end inv:set_list("main", list) bow_load[player:get_player_name()] = false end end end) if minetest.get_modpath("mcl_core") and minetest.get_modpath("mcl_mobitems") then minetest.register_craft({ output = 'mcl_throwing:bow', recipe = { {'', 'mcl_core:stick', 'mcl_mobitems:string'}, {'mcl_core:stick', '', 'mcl_mobitems:string'}, {'', 'mcl_core:stick', 'mcl_mobitems:string'}, } }) minetest.register_craft({ output = 'mcl_throwing:bow', recipe = { {'mcl_mobitems:string', 'mcl_core:stick', ''}, {'mcl_mobitems:string', '', 'mcl_core:stick'}, {'mcl_mobitems:string', 'mcl_core:stick', ''}, } }) end minetest.register_craft({ type = "fuel", recipe = "mcl_throwing:bow", burntime = 15, }) -- Add entry aliases for the Help if minetest.get_modpath("doc") then doc.add_entry_alias("tools", "mcl_throwing:bow", "tools", "mcl_throwing:bow_0") doc.add_entry_alias("tools", "mcl_throwing:bow", "tools", "mcl_throwing:bow_1") doc.add_entry_alias("tools", "mcl_throwing:bow", "tools", "mcl_throwing:bow_2") end